how to open the models

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SAFAD
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how to open the models

Post by SAFAD » Sun Jun 06, 2010 8:01 am

Hi there,
i've started new project based on lugaroHD engine
i opened the dir data/Models and i found files *.solid
how to open these files ?

one more thing

GameTick.cpp is the one who controls the training
but where is the dialogues that are shown to explain how to play ?

Best Regards

SAFAD
Posts: 19
Joined: Sun Jun 06, 2010 7:57 am

Re: how to open the models

Post by SAFAD » Sun Jun 06, 2010 3:39 pm

i've found out how
but how do i texture it ? in blender ?
and still want an answer about the tutorial's dialogues

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rudel_ic
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Re: how to open the models

Post by rudel_ic » Sun Jun 06, 2010 9:32 pm

SAFAD wrote:i've found out how
So you found my import / export stuff? Great.
but how do i texture it ? in blender ?
If you go into Edit Mode with an imported .solid mesh selected and open a UV / Image View, you can see the UV mapping. That's where you basically usually edit the texture of a model if it's not a procedural texture. You can make a new texture from scratch or load one, or even bake it into the UV-mapped texture channel from procedural materials.
There's realtime painting etc in the menus there.
and still want an answer about the tutorial's dialogues
The tutorial dialogue is hard-coded.

Code: Select all

$ grep -n "Welcome to the Lugaru training level" *
GameDraw.cpp:723:						sprintf (string, "Welcome to the Lugaru training level!");
In general, just search the code.

MCMic
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Re: how to open the models

Post by MCMic » Tue Jun 08, 2010 4:53 am

SAFAD wrote:Hi there,
i've started new project based on lugaroHD engine
i opened the dir data/Models and i found files *.solid
how to open these files ?

one more thing

GameTick.cpp is the one who controls the training
but where is the dialogues that are shown to explain how to play ?

Best Regards
Look at the license, you have not the rights to modify these files. They only released skeletons files under a free license : http://code.google.com/p/lugaru/source/ ... 09e1e81120

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rudel_ic
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Re: how to open the models

Post by rudel_ic » Tue Jun 08, 2010 7:03 am

MCMic wrote:Look at the license, you have not the rights to modify these files. They only released skeletons files under a free license : http://code.google.com/p/lugaru/source/ ... 09e1e81120
What the license is saying is that the use of the 3D models for commercial purposes is forbidden. That doesn't mean that you can't derive works from them at all.

Of course, if you derive works from them, you can't just change the license. So you're in a license trap if you import a .solid, move vertices around and similar things and export that to then distribute it.

You can still contact Wolfire to clear derived works down the line.

SAFAD
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Re: how to open the models

Post by SAFAD » Wed Jun 09, 2010 2:23 pm

thank you vert much
i've never used blender so excuse me
ok afte i get my connection back i'll try to texture (more helping when working on better graphics)
now
about that dialogue things
i worked it out and am doing well with this damn code (really damn coded (not self-documentated))
now
can't i sell my new game ?

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rudel_ic
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Re: how to open the models

Post by rudel_ic » Wed Jun 09, 2010 2:46 pm

SAFAD wrote:can't i sell my new game ?
Exactly, you can't sell your new game if it still uses anything from the original Lugaru that's not in this list:

Code: Select all

Data/Animations/Wolfstop
Data/Animations/Wolfslap
Data/Animations/Wolfrunning
Data/Animations/Wolfrun
Data/Animations/Wolflanding
Data/Animations/Wolflandhard
Data/Animations/Wolfidle
Data/Animations/Wolfcrouch
Data/Animations/Winduppunchblocked
Data/Animations/Winduppunch
Data/Animations/Walljumprightkick
Data/Animations/Walljumpright
Data/Animations/Walljumpleftkick
Data/Animations/Walljumpleft
Data/Animations/Walljumpfront
Data/Animations/Walljumpback
Data/Animations/Walk
Data/Animations/upunchcaught
Data/Animations/upunchcatch
Data/Animations/upunch
Data/Animations/Tempanim
Data/Animations/TalkIdle
Data/Animations/Sworduprightparry
Data/Animations/Swordsneakattacked
Data/Animations/Swordsneakattack
Data/Animations/Swordslashparried
Data/Animations/Swordslashcaught
Data/Animations/Swordslashcatch
Data/Animations/Swordslash
Data/Animations/Swordgroundstab
Data/Animations/Swordfightidleboth
Data/Animations/Swordfightidle
Data/Animations/Sweepcaught
Data/Animations/Sweepcatch
Data/Animations/Sweep
Data/Animations/Stop
Data/Animations/Staggerbackhigh
Data/Animations/Staggerbackhard
Data/Animations/Staffhitcaught
Data/Animations/Staffhitcatch
Data/Animations/StaffHit
Data/Animations/StaffGroundSmash
Data/Animations/Spinwhackcaught
Data/Animations/Spinwhackcatch
Data/Animations/Spinwhack
Data/Animations/Spinkickcaught
Data/Animations/Spinkickcatch
Data/Animations/Spinkick
Data/Animations/Sneakattacked
Data/Animations/Sneakattack
Data/Animations/Sneak
Data/Animations/Sleep
Data/Animations/Slashstart
Data/Animations/Slashfollowed
Data/Animations/Slashfollow
Data/Animations/Sit
Data/Animations/Run
Data/Animations/Roll
Data/Animations/Rightflip
Data/Animations/Removeknife
Data/Animations/Rabbittackling
Data/Animations/Rabbittackledfront
Data/Animations/Rabbittackledback
Data/Animations/Rabbittackle
Data/Animations/Rabbitrunning
Data/Animations/Rabbitkickcaught
Data/Animations/Rabbitkickcatch
Data/Animations/Rabbitkick
Data/Animations/Lowkick
Data/Animations/Leftflip
Data/Animations/Landing
Data/Animations/Landhard
Data/Animations/Knifethrow
Data/Animations/Knifesneakattacked
Data/Animations/Knifesneakattack
Data/Animations/Knifeslashcaught
Data/Animations/Knifeslashcatch
Data/Animations/Knifefightidle
Data/Animations/Kill
Data/Animations/JumpUp
Data/Animations/JumpDown
Data/Animations/Jumpcaught
Data/Animations/Jumpcatch
Data/Animations/Idle
Data/Animations/Hurtidle
Data/Animations/Hangon
Data/Animations/Getupfromfront
Data/Animations/Getupfromback
Data/Animations/Flip
Data/Animations/Fightsidestep
Data/Animations/Fightidle
Data/Animations/Dying
Data/Animations/Dropkickold
Data/Animations/Dropkick
Data/Animations/Drawright
Data/Animations/Drawleft
Data/Animations/Dodgeback
Data/Animations/Dead4
Data/Animations/Dead3
Data/Animations/Dead2
Data/Animations/Dead1
Data/Animations/Crouchstab
Data/Animations/Crouchremoveknife
Data/Animations/Crouchdrawright
Data/Animations/Crouch
Data/Animations/Climb
Data/Animations/Blockhighleftstrike
Data/Animations/Blockhighleft
Data/Animations/Backhandspring
Data/Animations/Backflip

Data/Skeleton/Rabbitbelt
Data/Skeleton/Basic Figurelow
Data/Skeleton/Basic Figure wolf low
Data/Skeleton/Basic Figure wolf
Data/Skeleton/Basic Figure

Data/Maps/tutorial
Data/Maps/start8
Data/Maps/start7
Data/Maps/start6
Data/Maps/start5
Data/Maps/start4
Data/Maps/start3
Data/Maps/start2
Data/Maps/start1
Data/Maps/raidercamp
Data/Maps/map3
Data/Maps/map2
Data/Maps/map1
Now, if you haven't replaced all textures, sounds, music tracks and .solid models, you can't sell it.

About the music: Some of it is absolutely free, if I remember correctly.

Before you do anything in terms of selling the game, you should clear your thing with Wolfire Games: http://www.wolfire.com/contact

You just have to clear the assets, not the code.

The code has to stay opensource though, I hope you know what that means:
http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
http://www.gnu.org/licenses/old-license ... 0-faq.html

Particularly http://www.gnu.org/licenses/old-license ... stedPublic

SAFAD
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Re: how to open the models

Post by SAFAD » Thu Jun 10, 2010 5:21 am

i'll make my own models and things
and modify the core
the problem is that the GPL license sux
now

Code: Select all

ERRORWe don't have a prebuilt OpenAL for this platform.
ERRORWe don't have a prebuilt SDL for this platform.

i've tried every thing to compile the prebuilt openAl and SDl
but the source didn't accept it !

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rudel_ic
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Re: how to open the models

Post by rudel_ic » Thu Jun 10, 2010 11:24 am

Which platform again?

SAFAD
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Re: how to open the models

Post by SAFAD » Thu Jun 10, 2010 12:48 pm

linux
its not included with the packages
and i compiled and did everything
its detected now
but the openAL line codes and SDL can't be compiled 'undefined funntions' :evil:

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rudel_ic
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Re: how to open the models

Post by rudel_ic » Thu Jun 10, 2010 2:31 pm

You should be able to just install the OpenAL and SDL libs with your package management system; that should work out. Make sure to get rid of your compiled versions though.

SAFAD
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Re: how to open the models

Post by SAFAD » Thu Jun 10, 2010 4:09 pm

did as you told me and removed the packages
it works
no more not found errors
but when i compile
the undefinf things are coming back.....
even with the not modified source it doesn't work

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rudel_ic
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Re: how to open the models

Post by rudel_ic » Thu Jun 10, 2010 5:19 pm

Well, that's too bad, maybe guys on the IRC can help you out. Good luck.

SAFAD
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Re: how to open the models

Post by SAFAD » Fri Jun 11, 2010 2:43 am

it might be a porblem with my version
i'll try to download another one
thanks

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